precision mediump float;       	// Set the default precision to medium. We don't need as high of a precision in the fragment shader.

uniform sampler2D u_Texture;    // The input texture.

varying vec4 v_Color;          	// This is the color from the vertex shader interpolated across the 
varying vec2 v_TexCoordinate;   // Interpolated texture coordinate per fragment.
  
// The entry point for our fragment shader.
void main()                    		
{                              
	// Multiply the color by the diffuse illumination level and texture value to get final output color.
    gl_FragColor = (v_Color  * texture2D(u_Texture, v_TexCoordinate));                                      		
}                                                                     	

